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Updates for ink version 0.6.1 #33
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Ok cool, I'll probably have this done tomorrow night or by the end of the week :-) |
I see this change bumped inkVersionMinimumCompatible to 15. Is the json format still changing that fast? (Dragging @joethephish into this...) |
Yeah, we still consider ourselves at alpha, I guess meaning that features/functionality/compatibility is still subject to change. All the while we're still in the early-ish stages of development on our current game, that is likely to continue. Having said that, any change I make to the runtime format right now is only because we absolutely have to. I'm doing my best to find compiler side implementations of features wherever possible. It's perhaps a particularly active phase right now as @joningold works out exactly what constructs will allow him to write most efficiently and effectively. Hopefully it'll settle down a bit soonish! |
Also I should say, unfortunately having a stable format spec is unlikely to ever be a top priority for us :-/ we're always going to prioritise whatever's important to whatever game we're currently working on. I realise that's probably in stark contrast to other well established IF tools out there! |
I realize that shipping playable, archivable ink.json files is way down your list of expected use cases. (I was hoping we'd see a couple in this year's IFComp, but that didn't happen.) At some point I'll want to retool Lectrote to include several versions of inkjs and fire up whichever one fits the current game file. But, okay, problem for another day. |
See: https://github.com/inkle/ink/releases/tag/0.6.1
Apologies, there are a few more runtime changes this time! Mostly refactoring.
I realise I still haven't release a version of Inky with 0.6.0 and tags included, unfortunately I got caught up in these improvements! I thought I may as well hold off until these fixes are in.
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